Monday, November 23, 2015

Megadungeon Itch

I recently have been thinking about trying something I have never really done.  I am talking about Megadungeons.  I was reading this posting on megadungeons recently, and it got me thinking.

I have never really been a huge fan of Megadungeons.  The idea sort strikes me as being, well odd, but it is also such an iconic idea in D&D.
After a while I am I am wondering  how is it that these creatures don't kill each other? Or just freaking leave.

But on the other-hand I enjoy the Dungeon! board game a lot and that is essentially a mega-dungeon in board game form.

Now back in the day I did run the "comical" Castle Greyhawk module.  I will admit I had a lot of fun doing it, it was totally a tongue-in-cheek humor and fine for the time I ran it, it is not something I would ever pick up to run again. In the retrospect of the mega-dungeon article above and the now near mythical dungeons under Castle Greyhawk, it is really lacking.

So my curiosity is up and I am thinking of giving is a go.  Create some characters and have as a "it's rainy/cold out side, the kids want to play and I have nothing ready yet".   I like the idea of using something more akin to Basic/Expert.  So limiting it to 121t-14th level. Limit the dungeon itself to 13 levels too.   Plus something else in the article struck me as interesting.  People would come and go from the adventure when Gary was running it.  So if the boys have friends over they could drop in from one of the thousands of portals and then leave when needed.  I would imagine that dozens of groups of adventures would be there to clean out the dungeon or discover it's secrets.

Rules Systems
Looking for something with a real old-school vibe to it.
I like the idea of Dungeon Crawl Classics, to start out at 0-level, then move on. But I want something that feels more like the D&D of old.
Adventurer Conqueror King System is a great choice and some of the megadungeons use these rules.
This would also be a fun thing to do with Astonishing Swordsmen & Sorcerers of Hyperborea.

Which Dungeon?
A very good question to be honest.  There are a lot of different ones out there but really I only have three contenders.
Top of my list is Castle of the Mad Archmage.  It might be as close as I will ever get to Castle Greyhawk and it is very complete.
Next is Dwimmermount which comes in Labyrinth Lord and Adventurer Conqueror King.
Finally Barrowmaze is another good contender.

Maybe this will be my new project for Christmas break with my kids.

Sunday, November 22, 2015

Mythic Russia

There are tons and tons of great mythic stories in the world.  One of the ones I have always found to be interesting, though I know very little about them, are the Russian myths and fairy tales.  In particular Baba Yaga and Koschei the Immortal.  I found these pictures online from Amok Amokov.
https://www.instagram.com/amokrus/
https://www.facebook.com/amokanet

These pictures really capture what I think the Russian fairy tales should look like, or at least how they should be in my world.

Baba Yaga

Vasilisa the Beautiful

Vasilisa the Wise

Koschei the Immortal

Ilya Muromets

Alyonushka and Ivanushka
Elena the Fair
I certainly like this version of Elena the Fair, certainly worthy of the title Queen of Summer.

Saturday, November 21, 2015

Zatannurday: The Cypher Friends

+Mark Craddock over at the excellent Cross Planes blog has been doing a lot of stats for the Cypher System lately.

His series, which has the great name "Cypher Friends", has been about all sorts of superheroes in a post-apocalyptic setting.  It is pretty cool.

Here is his Zatanna,
http://crossplanes.blogspot.com/2015/11/cypher-friends-zatanna-for-cypher-system.html

and Raven, http://crossplanes.blogspot.com/2015/11/cypher-friends-raven-for-cypher-system.html

They are really awesome and you should check out the whole series.

Thanks Mark!

Friday, November 20, 2015

Friday Night Videos: Women Rock!

Growing up I had a friend that knew every actress' name, movie she was in all these details about their lives.  In college I had another friend who did the same thing with all these supermodels.

When asked who I found attractive or "liked" I would always say names like Stevie Nicks, Deborah Harry or Joan Jett.  For me it was always about the rock girls.

It is also no surprise that most of the female PCs and NPCs I have or have had were based on the women whose albums, tapes and CDs I would buy.

So with the new Supergirl show on now and Jessica Jones on tonight in the US here are some of my favorite ass-kicking superheroines.

This should not be a surprise to anyone I have already featured great performers like Shirley Manson of Garbage, Stevie Nicks,  So here are a just a very few of my favorites.

I have always loved Joan Jett.  She is just so goddammed cool and can rock with the best of them.  She has SOOO many great songs, but this one always gets me going.  Plus it is the "theme song" for the Grazzt/Iggwilv love affair.  That's their dirty little secret...they actually love each other.




Ever hear a song and thought "man I need to do something with that!",  Pat Benatar's "Shadows of the Night" from 1982's Get Nervous was always that song to me. It is very, very likely that the "Midnight Angel" later became Nox.  I always loved her and yes I did have a witch character that looked like her in the 80s.   I never liked the video for it to be honest.  If had been thinking about this I should have made my own video with footage of her on Charmed.  Yes. She was on Charmed for an episode.




Speaking of Nox. "Because the Night" was written by Patti Smith and Bruce Springsteen thanks to the manipulations of Jimmy Iovine (who is immortalized in my games as well).   Patti Smith is such a powerful singer that most people can't do this song justice.  Bruce can.  Natalie Merchant did a good job, so did Shirley Manson.  But they can't compare to her version.   This is one of my favorite songs.




I was once asked if I thought Siouxsie Sioux was attractive. I said yes without hesitation and then I showed them the video for "Kiss Them For Me".  It's not the most iconic Banshees' song, but I really like it.




One of my favorite bard characters looks just like Aimee Mann. What can I say, she is so damn cute and more talented than a truckload of pop-princesses.




Even Darth Vader loves Blondie.  "The Tide is High" is not really related to any gaming, but damn. Deborah Harry in her prime.




What do a Gateway 486, an HP Desk Jet and Hormonally Yours all have in common?  They were the essential ingredients to the first time I sat down to collect all my notes for the Witch class.  I mention the printer because I still have that printout with a couple hundred hand written notes.
Hormonally Yours was the second album from Shakespears Sister featuring former Bananarama singer Siobhán Fahey.  "Stay" was a big hit with me in 92. I thought she was so hot back then, still do in fact.




Very, very, very few people (not just singers) have left such a mark on my psyche as Sinéad O'Connor.  Seriously. I can divide time into two very distinct and very different points. The time before I heard The Lion and The Cobra and the time after.  I have talked about Sinéad before, but the amount I have talked about her doesn't reflect what her music has meant to me.  "Troy" is not my favorite song on this album, but it is damn close.



I think this a good place to stop.  I can do a part 2 later!

Thursday, November 19, 2015

Grimalkin, The Witch-Assassin

Gimalkin is the assassin of the Malkin witch-clan and is the best one they have ever had.
She is tall, thin but muscled and covered in leather straps and daggers.
In addition to being a powerful witch she is a peerless assassin and always chooses to make her own weapons.
Her weapon of choice is a razor sharp pair of scissors that she uses to snip off the thumbs of her victims.  While she is deadly and cruel, she also has a sense of honor. She will not fight against people much weaker than herself and she never, ever lies.

You can read more about her here:
http://thespooksapprentice.wikia.com/wiki/Grimalkin

Grimalkin the Witch-Assassin
Female Human Assassin 4/Rogue (Rake) 1/Witch (bone-witch) 5
LE Medium humanoid (human)
Init +3; Senses Perception +11

Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 53 (5d8+5d6)
Fort +2, Ref +8, Will +6; +2 vs. poison
Defensive Abilities uncanny dodge

Offense

Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
   dagger +0 (1d4+1/19-20) (x13)
Special Attacks bravado's blade, death attack (DC 18), hexes (coven, disguise, healing), sneak attack +3d6, true death (DC 19)
Witch Spells Prepared (CL 5th; concentration +11):
3rd—arcane sight, bestow curse (DC 17)
2nd—alter self, darkness, hold person (DC 16)
1st—cause fear (DC 15), charm person (DC 15), command (DC 15), infernal healing
0 (at will)—daze (DC 14), mending, message, read magic

Statistics

Str 16, Dex 17, Con 11, Int 18, Wis 12, Cha 9
Base Atk +5; CMB +8; CMD 21
Feats Acrobatic, Agile Maneuvers, Alertness, Blind-Fight, Endurance, Quick Draw
Traits focused mind, killer
Skills Acrobatics +13, Bluff +3, Craft (weapons) +15, Diplomacy +3, Disguise +7, Escape Artist +12, Fly +5, Heal +5, Intimidate +8, Knowledge (arcana) +17, Knowledge (planes) +14, Knowledge (religion) +10, Perception +11, Sense Motive +9, Stealth +14, Survival +7, Swim +7, Use Magic Device +10
Languages Abyssal, Common, Daemonic, Dark Folk, Infernal
SQ hidden weapons, patron spells (bone magic), poison use
Other Gear leather armor, dagger x 13

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Coven (Ex) Count as a hag to form covens, and aid another can increase coven witch's CL.
Death Attack (DC 18) (Ex) You can kill or paralyze for 1d6+4 rds with a prepared sneak attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (5 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Focused Mind +2 to Concentration checks
Healing (2d8+5) (Su) Use cure moderate wounds once per day/person.
Hidden Weapons +4 (Ex) You gain +4 to Sleight of Hand checks made to hide weapons on your person.
Killer Add weapon's critical modifier to its critical bonus damage.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
True Death (DC 19) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 19 caster level check.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Familiar (Bone Witch)
Grimalkin uses bones as her familiar. In particular the thumb bones of other powerful people, witches or creatures.  Right now she has in her possession the head the of Fiend, she can use that as a familiar as well.

Witches & Witchcraft Reading Challenge: The Last Apprentice/The Spook series

I have been terrible at posting in the Witches & Witchcraft Reading Challenge since June.
Well...no time like the present I guess.

Instead of doing everything I have read since July I'll focus on the "Spook Series" also known as the Wardstone Chronicles or The Last Apprentice books by Joseph Delaney.   I reviewed the first book, The Last Apprentice, back in January.

Yes these are children's books or Young Adult. But my youngest son was reading them so I thought I would read along with him.  Sometime around book four I passed him up.
I remember seeing the first book, The Last Apprentice, when it first came out.  I flipped through it and got the idea then that Spooks were something like rangers, only focused on get rid of ghosts.
The inevitable comparison though is to Harry Potter.  Like Harry, Tom Ward starts out as a young boy and grows into his destiny.  Tom's backstory is not as tragic, but he has plenty of secrets about himself to learn.  I will be honest. These books are not as good as Harry Potter, but that is hardly a slight. Hardly anything is as good as Harry Potter.  But these books do have some charm and they are a really quick read. So here are my reviews, game information will follow.

The Spook's Curse (Published in the USA as The Last Apprentice: Curse of the Bane) - 2005
The second book in the series deals with the death of the Spook's brother and their journey to Priestown. Here Tom are the Spook reunited with Alice, but she is in the hands of the Quisitor.  To make matters worse, the monster imprisoned in the catacombs under Priestown is waking up and exerting more control over the priests to turn them evil.  The Spook, Tom and Alice have to work together to defeat the Bane.
What I liked the most about this one was the development of Alice as a character.  You get the idea that she will be or already is a very powerful witch in her own right.
Number of Witches: Only 1 confirmed

The Spook's Secret (Published in the USA as The Last Apprentice: Night of the Soul Stealer) - 2006
Winter has come to the County and the Spook, Tom and Alice travel to the Spook's winter home.  We learn a lot more about the Spook's background and he is not as "pure" as he claims to be.  We learn he has kept his "wife" and her sister locked up in his cellar because they are Lamia Witches.  We also meet Morgan, a failed apprentice Spook turned Necromancer and now an enemy of John Gregory the Spook.
This book sets up the formula that will appear in other books, Tom and Alice fighting multiple enemies at the same time.  In this case Lamia Witches and Morgan/Golgoth.  The tone in this book is also a bit darker than the first two.  Tom's dad dies and Morgan keeps the soul imprisoned.  Fairly dark. I liked that in his youth the Spook was not so principled.
Number of Witches: 3, plus 1 Necromancer

The Spook's Battle (Published in the USA as The Last Apprentice: Attack of the Fiend) - 2007
Ah, now we are getting into the meat of the series (so far).  Tom's mother "Mam" (I'll admit, I hate that name. She really should have had a proper name) has gone home to Greece to fight the Dark there.  But in the meantime Tom's brother Jack, with Jack's wife and daughter are all captured by Pendle Witches and his mother's trunks are taken.  Alice goes ahead to Pendle, where she still has witch relatives of her own, to find out what is going on.  When she does not return Tom and Spook go into the heart of town populate by three powerful clans of witches.
In addition to learning more about Tom's mother (she was likely a domestic Lamia witch) we learn more about Alice. She is the daughter of two witch clans for example and still has plenty of relatives left.  We also meet one of the coolest characters in the series, Grimalkin the Witch-Assassin.  But the Big Bad of the series is finally revealed; the Fiend or The actual honest to goodness Devil himself.  And he wants Tom.
Number of Witches: 100s

The Spook's Mistake (Published in the USA as The Last Apprentice: Wrath of the Bloodeye) - 2008
Tom has entered next phase of his apprenticeship where he will go train with a different Spook for 6 months.  This time with former apprentice Bill Arkwright.  Here Tom learns more about Water Witches and learns more about the plans the Fiend has in store for him.  He is afraid that Alice is getting closer and closer to the Dark.  He also makes an unlikely ally in the form of Grimalkin.  Here also Tom learns that Alice was not the daughter of two benign witches but the daughter of Bony Lizzy and the Fiend himself.  The Spook wants to put her in a pit but Tom and Bill intervene.  *Note to be fair we learn that Alice is Bony Lizzy's daughter in the "Seventh Son" Movie, I just thought at the time they were being lazy.
Number of Witches: half a dozen or so

The Spook's Sacrifice (Published in the USA as The Last Apprentice: Clash of the Demons) - 2009
Tom, Alice, his mother, Bill Arkwright and a reluctant Spook join forces with the Pendle Witches to travel to Greece to battle one of the Fiend's greatest allies, the Ordeen. We learn a lot more in this book.  Tom's mother is not just a lamia witch, she is Lamia herself and all Lamia witches are her offspring.  She has been fighting the Dark now for centuries.  We meet some Greek Spooks who have different ways of fighting the Dark and Grimalkin continues to be a bad ass.  Tom has to make a very choice between two equally bad options and ends up under the power of the Fiend.  Alice then uses more Dark magic to keep him out.
Number of Witches: 100s

The Spook's Nightmare (Published in the USA as The Last Apprentice: Rise of the Huntress) - 2010
Tom, Alice and the Spook return home to find the County ravaged by war and the Spook's home destroyed.  Tom and Alice have to step up and do more of the work as the Spook is in a funk.  They end up on the Ilse of Mona where they encounter fear and resistance from the people.  They also discover a shaman, a cache of black magic energy, a half-demon, a demonic monster and Alice's mother Bony Lizzy.  One of the things I liked about this one was how witches become more powerful when they turn 40.  As someone in my 40s I think that is a great idea! We are also introduced to a Bird Witch which can summon birds to do her bidding.
Number of Witches: 4 or 5

The Spook's Destiny (Published in the USA as The Last Apprentice: Rage of the Fallen) - 2011
"Never go to Ireland" is the warning given to Tom by the Morrigan.  But Tom has no choice and he follows Alice and the Spook to Ireland where they have to deal with a group of "Goat Mages" attempting to summon the old god Pan.  Here Tom spends a lot of time tied up, unconscious or away from the Spook.  Alice is actually captured by the Fiend at one point and taken to Hell.  Tom must battle The Morrigan and the twin sister of a witch he and Bill Arkwright once dealt with.
He meets the god Pan (who is not as bad as everyone makes him out to be) and he even has a chance to visit Cú Chulainn in a sidhe mound.
This one started out slow for me, but I was excited they were in Ireland.  The meeting of Cú Chulainn was great and gaining the Sword of Destiny was cool too.  But the best part was more interaction with Grimalkin.  I won't spoil the end for you, but it is cool.
<spoiler>Tom defeats the Fiend and gets Alice back from hell.</spoiler>

It has been a fun series to say the least.

Need to pick up the last few books...for my son of course.

Books read: 25
Current Level: Crone,  Read 16 – 20 Witchy Books

Wednesday, November 18, 2015

Class Struggles: Mara Witch Tradition

Witch by ivangod
Today's Class Struggles is going to be a total cheat.  After two weeks of psychic classes, I have read a bunch of psychic and occult material which, of course, gets me thinking about witches.  Since I spent a lot of time yesterday with Wee Jas and to a much smaller degree Hecate, I wanted to talk about the witches of Wee Jas as influenced by the witches of Hecate I have used in the past.

The Mara Witch Tradition

The Mara is a witch tradition that is very, very old.  They share more than just a little relationship with Night Hags, which some scholars believe may have been some of the first Mara Witches.
The Mara understand, maybe more so than most, the life is a constant struggle not against death, but towards it.  This struggle of competing forces is what the Mara seek out. Life and Death in a constant struggle to the inevitable end.

Role: These witches most often serve gods or goddesses of Death, Transition, Change or even Destruction.  There tend to be two basic archetypes of Mara detailed below, the chaotic Mara and the lawful Mara.

Joining this Tradition: To join this tradition the witch must realize that life if nothing but a transitory period between oblivions.  Even if there is life after death in the form of reincarnation the witch is not aware of it on this plane now.So the witch chooses not to be apart of this charade anymore and embrace the death in all of us.

Leaving this Tradition: Typically the witch has such conviction that the only way out is her death.

Occult Powers: The occult powers of the Mara are derived by the struggle of life and death.  There is magic in both life and in death.  There is magic and power in the transition.  While evil Mara are often accused (and rightly so) of killing newborn babies, good Mara also are there to wish children pleasant dreams and act as guardians.

Least, 1st Level: Familiar. The Mara witch gains a familiar.  The familiar is often a floating skull, a ghost or some other omen of death made real (a banshee, a barghest, a black dog). The witch can communicate with this familiar regardless of the form it takes.

Lesser, 7th Level: Dream Invasion. Once per day, the Mara Witch can invade the dreams, the so-called deaths of every day, of others.  She can use this invasion to gather information, learn about various targets or even drain the victim's on life force for herself.  She can drain a total of 1 point of Constitution per night for three nights (3 points total).  This draining she can add to her own pool of hitpoints. Each point of Constitution grants her 3 hp over and above what she normally has.  After the third day, she forfeits her ill-gained health and her victim will recover at the rate of 1 con point per week.

Minor, 13th Level: Nightmare Shape. Once per day, the Mara witch can polymorph herself into any type of undead creature and back. The creature in question must be of comparable size. The witch gains the powers of the creature and retains her ability to cast spells, but she also suffers from that creature’s associated weaknesses. She retains her own hit points and level.  If she is "turned" by a cleric then she is forced back into her "human" form and can not switch back till the next new moon.

Once the mara witch reaches this level, she gains the undead's intolerance of silver. Any silvered weapon will do an additional 1d6 points of damage to the witch if touched, similar in the way Holy Water damages undead. Unless a weapon is specifically listed as being silvered iron, then assume it is not.  The witch is vulnerable to silver in any form she takes.

Greater, 19th Level: Witch’s Curse. The witch can place a powerful Curse on one creature once per day. The curse can be of any sort, but will usually bestow a -4 to all to hit rolls and -2 to any saving throw rolls. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major, 25th Level: Dead Zone Mind. The mara witch has become so accustomed to turning into a nearly undead creature and moving closer and closer to death herself that her mind is no longer that of a living breathing person.  She becomes immune to charm and hold spells. Her mind can't not be probed or read via telepathy, ESP or similar powers.

Superior, 31th Level: Kiss of Death. The witch gains a Kiss of Death. When the witch wishes, she
can give a target a Kiss of Death. If the person has 9 or fewer hit die he dies, if he is over 9 hit die he must save vs. death or die. This may not be used in battle, only in a non-combat situations.

Special Benefits and Restrictions: Mara witches can use spells normally reserved for necromancers.  They are though barred from using any spell that could return a person back to life such as Raise Dead, Resurrection or Reincarnate.

Equipment:  Nothing special.

Preferred/Barred Covens: Typically evil covens.  There are usually a Night Hag or two present in their covens as well.

Relationship to the Patron: For chaotic Mara the Patron is usually the Bringer of Death. This is usually a bloodthirsty god or goddess that revels in death and destruction.  Lawful Mara have a Patron that is the Protector or Steward of the Dead.
The greatest Patron of the Mara is an ancient Hag named  Marzanna (in Polish), Morė (in Lithuanian), Morana (in Czech and Slovene), or Morena (in Slovak and Russian). She is an ancient creature associated with Winter and Death, but also the rebirth of the seasons.  Other Mara patrons include Hecate, Lilith, and Wee Jas.  The Aztec Goddess of vice, Tlazolteol, also has many Mara followers.

Source/Views of Magic: Magic comes from the struggle of Life against Death. People live and they die and this creates powerful magic in the world.  While the chaotic Mara might focus on just the death magic, the lawful Mara also know there is magic in life and in the celebration of life.  Especially the celebration of life in the face of certain death.

Archetypes: There are two basic archetypes of Mara.  The "evil" Chaotic Mara. These witches revel in death and destruction.  The more death they are around, whether they cause it or not, grants them power.  The Lawful Mara could be considered "good", but in truth they also see the need for death.  Everything must die to allow new things to live and grow which in turn must die. Neutral Mara, generally speaking, do not exist as there is no middle ground between life and death.

The Mara for Other Witches

For Adventurer Conquer King's Player Companion from +Alexander Macris and +Tavis Allison the witch is limited to 14th level.  The 6 occult powers can be spread out over these levels.  I would remove the Witch's Curse and then evenly spread out the remaining five.

Similar plan for +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea's witch.  Though in this case I would also remove the option for "Lawful" Mara.  Mara in this world setting are nothing but evil.

For +Joseph Bloch's Adventures Dark & Deep, The Witch the BEST thing is adding spells from his Necromancer class.  Spread out the powers, replacing the ones listed for the Witch.

+Jonathan Becker's Complete B/X Adventurer also has a witch class. His witch lacks outright powers, but has plenty of spells.   So if you want to convert ANY of my witches to one of his make the Occult Powers into Witch Spells only that kind of witch can use.  Here is a quick anf dirty guide.

Basic Witch Occult Power B/X Witch Spell Level
Least, 1st Level 1st level Witch Spell, 1st level witch
Lesser, 7th Level 3rd level Witch Spell, 6th level witch
Minor, 13th Level 5th level Witch Spell, 12th level witch
Greater, 19th Level 7th level Witch Spell, 21st level witch
Major, 25th Level 8th level Witch Spell, 25th level witch
Superior, 31th Level 9th level Witch Spell, 30th level witch

For his 10th level spells you would have to come up with something appropriately cool.
Heck I might grab his 10th level spells for my own witch games!

Becker also spends some time with a Holmes-style witch, but I am not sure these sorts of powers would work for that.

So now regardless of what OSR Witch you use noe you can unleash the Mara on your players!